Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.

Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).

Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a -2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

Each mythic elemental body spell adds the following benefits to its respective non-mythic version.

The spell's bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties 92 decrease by 2 (minimum penalty of 0). There is a 50% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing medium fortification armor.

Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. You can also, a number of times equal to your tier, add half your tier to the DC of one spell you cast with an energy descriptor that matches your elemental type (air: electricity, earth: acid, fire: fire, water: cold).